[Suggestion] Quests and Story Potential: How to Make it More Lively

What you should snipe from King Arthur 2 the War RPG

Going to keep this short to avoid a TL;DR. In the King Arthur games, quests and diplomacy are handled through choose your own adventure style mini-story/text-adventures that are tied to your heros skills/stats. I think this would add a WHOLE lot to FE as far as making questing a bit more enjoyable than a yes-no question followed by combat/no-combat.

 

Example: I walk up to a statue. Find out it is a Golem and it comes alive. I can immediately attack it, talk to it, use my magic skill in Earth (if level 3 or higher) to ascertain details about the Golem(If pass check: It was created by an insane mage. The Golem is sentient and has the personality of a rebelious teenager. There is nothing inherently evil or malicious about the Golem), Use my Earth Shards to Bind the Golem (If 1 or more Earth Shards in ownership, can bind Golem as a unit). Also, through talking to them, there would be branches where you can persuade him to join you (probably tied to some other requirement), do a favor for him (unbind him and give him his freedom, because he just wants to explore. Potential for him to become future enemy [rebel teenager personality, no telling when he will get angsty] and get a quest reward), or leavem bound to the spot he is in.

 

What do you guys think? 

12,905 views 8 replies
Reply #1 Top


No thoughts or feedback?

Reply #2 Top

I think it sounds like a good idea!  I have not played King Arthur, but I can imagine different (unique) options similar to what (from what I read) the level up system for heroes is like now.

Maybe something similar can be added to diplomacy too... having so-and-so trait or some spell provides another option in diplomacy dialogue, maybe the spell that converts mana to gildar (if it exists, I forget) will allow the diplomatic option of spending some mana to "magic" some gildar to the other faction to appease them.

Reply #3 Top

I played King Arthur. And the quest system is simple enough yet very interesting. I totally agree that some real choices based on the stats of the visiting sovereign/heroes woul dbe great.

Reply #4 Top

I don't know if quests can check a unit stat. They couldn't in WoM, but it may be something the devs are going to add. 

As far as making the options like CYOA (chose your own adventure) I am already working on several for my mods. This is very easy to do in the current quest system, bu t the quests we have now use the feature to accept or decline a quest. I change that option to have several options that take the story in different directions. Then I copy the quest and make an identical one with the same options but different outcomes. After I have at least three I move to another. This way the options are varied and have a little bit of randomness. Maximize replayability and tell a compelling story.

I am sure the devs are working towards the same goals. 

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Reply #5 Top

Yeah it seems like the quests so far are still fairly primal.  I'm pretty sure they will add lot more before release.

Reply #6 Top

Quoting seanw3, reply 4
I don't know if quests can check a unit stat. They couldn't in WoM, but it may be something the devs are going to add. 

As far as making the options like CYOA (chose your own adventure) I am already working on several for my mods. This is very easy to do in the current quest system, bu t the quests we have now use the feature to accept or decline a quest. I change that option to have several options that take the story in different directions. Then I copy the quest and make an identical one with the same options but different outcomes. After I have at least three I move to another. This way the options are varied and have a little bit of randomness. Maximize replayability and tell a compelling story.

I am sure the devs are working towards the same goals. 
End of seanw3's quote

k1

There should be a "Dev Warning" button to get their attention on precious posts.

Reply #7 Top

To make truly versatile quests, what you really need is a scripting system.  If FE had a Python interpreter, for example, then the possibilities for building new and interesting quests, campaigns and mods would literally be limited only by the designers' imagination.

Reply #8 Top

No scripts as far as I know. 

 

Here is a great random event quest I just found:

<QuestDef InternalName="Quest_BloodSeason">
<DisplayName>Blood Season</DisplayName>
<Description>The air crackles with the scent of lightning, and arcane magic. An energy has now been set loose in the world, an energy that feeds the savage in man and Fallen alike, an energy that strips away the mask of civilization, and lets loose the beast within.

All players declare war on every other player they know, unless they are in an alliance</Description>
<IsStartingPointQuest>0</IsStartingPointQuest>
<AllowQuestRejection>0</AllowQuestRejection>
<FullscreenMovie>Movies\Minicut_Event_BloodSeason.bik</FullscreenMovie>
<QuestClass>Minor</QuestClass>
<Repeatable>0</Repeatable>
<TriggerType>TotalPopulation</TriggerType>
<TriggerData>100</TriggerData>
<TriggerOrigin>EventLocation</TriggerOrigin>
<SpawnRating>1</SpawnRating>
<TriggerChance>16</TriggerChance>
<Treasure>
<GameModifier InternalName="Reward1">
<ModType>Player</ModType>
<Attribute>DeclareWar</Attribute>
</GameModifier>
</Treasure>
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<QuestEnd>1</QuestEnd>
</QuestObjectiveDef>
</QuestDef>

 

Basically makes total war at a .0016 chance. A great preview of the event system.